The World That Never Was
« Chapter 11: Magick Rules »

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Nov 28, 2009, 9:21pm



The World That Never Was


The Story So Far...



What if Riku hadn't destroyed Ansem at Castle Oblivion? What if he hadn't perished in the castle, but was merely contained within it? What if he rose again? What if he had come back from across the void even stronger, even more immersed in The Darkness?


Imagine if you will, a New Organization.

An Order more dire and blood thirsty than its predecessor. an Organization created with far more sinister goals in mind than attaining a previous level of existence.


Can you think of the sheer chaos that would result?

Just imagine it... The castle of thoughts and dreams overrun with darkness; The Seeker of Darkness reigning over his hordes once more. The "Lionharted" and his allies poised to defend their home from impending siege-- joined by allies old and new, spanning the worlds over, whilst Destiny's Key closes the doors to chaos and Kingdom Hearts for the last time-- though more than hell and high-water would bar his path.


A war for the ages is at hand; a war with three sides.

The Resistance of Hollow Bastion fights for their right to exist. The Neo Organization fights to affirm its own. The Heartless fight to ravage the hearts of all the worlds and all beings upon them.


And so, I would seek to pose to you a question:

Would you bathe the worlds in light once more? Or would your will see the darkness bind them for all eternity?

Which side would you choose?

Which fate would you seal?

Whose will shall you see done?


So much to do... So little time...

A power sleeps within you...

If you give it form, it will give you strength.

So don't be afraid...

And don't forget.....

You hold the mightiest weapon of all.

You are the one...

Who will open the door...

The World That Never Was - Kingdom Hearts Roleplay

Something To Do While We Wait For Uzumaki-sama To Update "A Complete 180"


Twilight Town

The Old Mansion
Central Station
Twilight Tower
Sunset Station



Port Royal

Open Waters
Up River
Tortuga
Port Royal
Cannibal Island
Isla Cruze



Halloween Town

Town Square
Grave Yard
Hinterlands
Candy Cane Lane
Santa's House



Hollow Bastion

The Hollow Bastion
Hollow Bastion Township
The Ravine



The World That Never Was

The Citadel of Nothingness
Deep Dive City



The Trifecta from Hell

Organization XIII: The Thirteenth Order
The Heartless
The Hollow Bastion Resistance




The World That Never Was :: General :: TWTNW Guidebook :: Chapter 11: Magick Rules
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 AuthorTopic: Chapter 11: Magick Rules (Read 137 times)
Sora
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 Chapter 11: Magick Rules
« Thread Started on Apr 3, 2007, 10:38am »

We all know Magick is cool, but it isn't for everyone. In the game, it requires years of study and practice. It requires intense concentration and specific hand gestures-- needless to say, it's going to be hard to cast a spell when there's a great-sword flying into your face.

Magick leaves no room for error, and to emphasize this, a rule called "Mana Burn" is being implemented. When casting a spell, no quarter is given. If you're interrupted in the middle of your spell a backlash is created due to the tapestry of creation being incompletely woven. This backlash hurts your character mentally, causing headaches and, if the spell was on a grand scale, a temporary vegitative state.
It is up to you and the person you're fighting with to enforce these rules.

We're all familiar with Black and White Magick, but with the addition of the Dancer and Bard classes, two new forms of Magick are being created.

The Dancers use a forgotten form of magick known as "Arcane Magick". Arcane Magick invokes the primal forces of life to twist reality, using the whole body as the focus. This also makes it a dangerous class, as a Mana Burn backlash may affect the whole body of a Dancer when interrupted in casting.

Bards use Keltoi Magick. This form of Magick originated from the Sirens. Keltoi users use music as there focus to cast spells to inspire and heighten their targets. Strangely, Bards do not suffer Mana Burn or any form of backlash when their castings are interrupted.

In game terms, this means that Dancers and Bards cast status-changing spells.

Bards cast Positive status-changes while Dancers cast negative status changes.

The spells allowed in play can come from any Final Fantasy, but keep in mind the skill level of your character when casting your spells. An apprentice Black Mage could in no conceivable way cast an Ultima spell.

Also, please describe the way your spell is working in your post. Don't just say "Sora cast Blizzaga." That doesn't help anyone understand anything about your spell. Where is it going? What is it doing? Is it freezing a heartless or is it freezing the ground?

An example of a correct way to do it:

Sora vaulted over the railing with one hand, summoning Oathkeeper with the other. He broke into a sprint as soon as his feet touched ground, slicing the Shadows that were unlucky enough to stand in his path. When he came to the edge of the platform he leapt in the air, meaning to land in the city streets.

Moments before what would become a squishy impact; Sora twirled the keyblade in his hand, erecting around him a barrier of light which cushioned his landing and managed to squash some of the heartless he landed on.


Not the best example, but I think it give away what spell Sora had cast without really telling the reader.
« Last Edit: Apr 12, 2007, 3:33pm by Sora »Link to Post - Back to Top  IP: Logged

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